godot/servers/rendering/renderer_rd/forward_clustered
Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
..
render_forward_clustered.cpp (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
render_forward_clustered.h (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
scene_shader_forward_clustered.cpp Merge pull request #76565 from clayjohn/debug-PSSM-splits 2023-05-15 09:33:01 +02:00
scene_shader_forward_clustered.h Re-implement the PSSM_SPLITS debug option 2023-04-28 17:53:56 -07:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00